using UnityEngine;

public class PlayerState_受击 : PlayerStateBase
{
	public override void OnEnter()
	{
		_Mono._Ani.Play("受击");
		_Mono._Rb2D.velocity = new Vector2(_Mono.transform.position.x - _Mono._BeAttack_Pos.x, 0f).normalized * _Mono._BeAttack_击退力度;
		_Mono._GO_蓄力特效.SetActive(value: false);
		_Mono.F_玩家转向(_Mono._BeAttack_Pos.x - _Mono.transform.position.x);
		_Timer = 0.3f;
		_NextState = StateType_Player.正常移动;
	}

	public override void OnExit()
	{
	}

	public override void OnUpdate()
	{
		base.OnUpdate();
	}
}
